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Plan for Weston Tracy
Plan for Weston Tracy
| Name: | Weston | ![]() |
|---|---|---|
| Date Posted: | Apr 30, 2005 | |
| Rating: | 5.0 out of 5 | |
| Public: | YES | |
| Comments: | YES | |
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| Profile Page: | View profile page for Weston |
Blog post
FF Digital: Modern Weapons Pack - Update
Greetings all. This is a quick update on the Modern Weapons Pack
It's been in development now for about three months...so that comes to...let's see...about one month of actual work. After the completion of the Urban Pack I was eager to get moving on a second GG pack. Now I'm right in the middle of this one, and I'm still pretty motivated. If I had my wish, I would be on this full time, and would of finished it up already, but it's probably better that it's a side project. The breaks between work have allowed me time to back off and come at each shape fresh. Often vital new solutions become apparent after a few days away. They just go unnoticed when one is buried in the details.
At this point the first 5 (of 10) models are finished. 4 are fully mapped, and 3 have shaders applied. Now that I've spent some time with TSE, the rest should move a bit faster.
It's been a bit of a rough ride getting comfortable with the process, mostly because neither the TSE show tool nor TSE itself are finished yet. I'm sure once they come together everything will be silky smooth. Specifically, I desperately miss the instant texture flush feature that was added to Dave Wyand's Show Tool Pro. I eagerly await it's addition to the TSE version.
So here are the first five: M4, Mac11, Bayonet, RPG7, Desert Eagle. Most of these are mapped and textured, but they're not quite finished, so I'm just showing geometry here.

Not pictured: AK47, FAMAS, Colt Python, Franchi SPAS, MP5.
After consulting the experts at GG, we came to a poly range of 1400 -1800 per weapon. All the models in this pack fall within that range. With this level of detail the modeling process has been slow going, but rewarding. I've used every trick I know to push the polys as far as I could...yet I still get that feeling...just a few more would add so much...it's tough to stay within the bounds.
The final stage, applying shaders, has required the most patience and experimentation. After many failed attempts I feel like I have a much stronger understanding of how cube maps interact with geometry, lighting, and masks. By doing little else, a carefully constructed cube map can create the illusion of just about any material. I'm finding that diffuse maps are almost unnecessary in many cases.
Below are stills of the Pistol taken from TSE Show Tool Pro. These are finished, with cube, normal and diffuse mapping. In future updates I'll include video to show off the shaders.


The Bayonet was my R & D shape...I tried a bunch of different treatments to build the stainless steal material. It's still not quite right, but it's getting closer. These two shots are also screen grabs from TST Pro - TSE.


I hope to have an additional update by the end of the month.
Please feel free to throw in any feedback. If you have any comments or questions that you'd like to address to me personally please send them here weston@ffdigital.com
-Weston
It's been in development now for about three months...so that comes to...let's see...about one month of actual work. After the completion of the Urban Pack I was eager to get moving on a second GG pack. Now I'm right in the middle of this one, and I'm still pretty motivated. If I had my wish, I would be on this full time, and would of finished it up already, but it's probably better that it's a side project. The breaks between work have allowed me time to back off and come at each shape fresh. Often vital new solutions become apparent after a few days away. They just go unnoticed when one is buried in the details.
At this point the first 5 (of 10) models are finished. 4 are fully mapped, and 3 have shaders applied. Now that I've spent some time with TSE, the rest should move a bit faster.
It's been a bit of a rough ride getting comfortable with the process, mostly because neither the TSE show tool nor TSE itself are finished yet. I'm sure once they come together everything will be silky smooth. Specifically, I desperately miss the instant texture flush feature that was added to Dave Wyand's Show Tool Pro. I eagerly await it's addition to the TSE version.
So here are the first five: M4, Mac11, Bayonet, RPG7, Desert Eagle. Most of these are mapped and textured, but they're not quite finished, so I'm just showing geometry here.

Not pictured: AK47, FAMAS, Colt Python, Franchi SPAS, MP5.
After consulting the experts at GG, we came to a poly range of 1400 -1800 per weapon. All the models in this pack fall within that range. With this level of detail the modeling process has been slow going, but rewarding. I've used every trick I know to push the polys as far as I could...yet I still get that feeling...just a few more would add so much...it's tough to stay within the bounds.
The final stage, applying shaders, has required the most patience and experimentation. After many failed attempts I feel like I have a much stronger understanding of how cube maps interact with geometry, lighting, and masks. By doing little else, a carefully constructed cube map can create the illusion of just about any material. I'm finding that diffuse maps are almost unnecessary in many cases.
Below are stills of the Pistol taken from TSE Show Tool Pro. These are finished, with cube, normal and diffuse mapping. In future updates I'll include video to show off the shaders.


The Bayonet was my R & D shape...I tried a bunch of different treatments to build the stainless steal material. It's still not quite right, but it's getting closer. These two shots are also screen grabs from TST Pro - TSE.


I hope to have an additional update by the end of the month.
Please feel free to throw in any feedback. If you have any comments or questions that you'd like to address to me personally please send them here weston@ffdigital.com
-Weston
Recent Blog Posts
| List: | 11/03/05 - Plan for Weston Tracy 04/30/05 - Plan for Weston Tracy 02/04/05 - Plan for Weston Tracy 12/08/04 - Plan for Weston Tracy |
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Submit your own resources!| Charlie Malbaurn (Apr 30, 2005 at 01:40 GMT) |
| Vince Gee (Apr 30, 2005 at 03:28 GMT) |
| Jeremy Alessi (Apr 30, 2005 at 03:43 GMT) |
| Teck Lee Tan (Apr 30, 2005 at 04:26 GMT) |
edit: One thing I just noticed. The magazine on that M4 is straight, when it should be curved. The only straight 30-round 5.56 magazines I can recall were on the first-gen FAMAS, and those weren't M-16 compatible. :)
Also, you'd better model a handgun other than that Hollywoodized, overly-hyped Desert Eagle. :)
Edited on Apr 30, 2005 05:38 GMT
| Timothy Aste (Apr 30, 2005 at 04:29 GMT) Resource Rating: 5 |
| Anton Bursch (Apr 30, 2005 at 05:18 GMT) |
Edited on May 21, 2005 06:16 GMT
| Vashner (Apr 30, 2005 at 05:27 GMT) |
Nice work...
| Nermin Maximo (Apr 30, 2005 at 09:28 GMT) |
| Phil Carlisle (Apr 30, 2005 at 12:26 GMT) |
| Roger Bacon (Apr 30, 2005 at 15:42 GMT) |
| Adam deGrandis (Apr 30, 2005 at 17:39 GMT) |
| Josh Williams (Apr 30, 2005 at 19:43 GMT) |
Charlie and others, re: polycounts... I think this target range is perfect. Remember that if you want lower-poly versions, there are the LODs you can work from. This pack though is targeted for use in both TSE and TGE. For TSE, we want to provide people who are going for next-gen quality graphics with art assets to help them on their way. For TGE or lower-end TSE games, these models and textures can pretty easily be adapted to fit the rest of your content.
This will be the first (well, depending on when it's all done ;) content pack that comes with textures both for TGE and TSE, complete with materials and shaders designed for TSE. The higher poly counts of the base models means these weapons can be used in games with modern, AAA quality graphics and production, the alternative textures and lower-poly LOD models mean you can also save yourself a lot of time by using this pack for games with a lower art content bar.
So, I'm pretty excited about this pack. Besides Weston's incredible art work, I think this thing is really well-designed to serve a very broad range of games.
Edited on Apr 30, 2005 19:44 GMT
| Joseph Euan (Apr 30, 2005 at 20:48 GMT) |
Sweet models!
| James Laker (BurNinG) (May 03, 2005 at 08:33 GMT) |
| monki (Wesley Beary) (May 03, 2005 at 20:20 GMT) |
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